Reel

Games Reel

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Reel Notes

an assortment of my gamedev work

Content warning: violence.

Shot-by-shot breakdown

  1. Next Gen Destruction ToolkitOpening shots: Chaos destruction, Niagara particles, mesh particles, sparks, smoke, weapon impacts, decals rendered from Houdini, and object fracturing done in Houdini. In-depth breakdown
  2. HighriseHyper-violent FPS prototype. Built all gameplay logic and interactions, developed the dismemberment system, hit reactions, gore response, destruction VFX, and particles. Some particle textures used were not made by me. Built procedural hierarchical layout generation from grammars for floor and room layouts, handled lighting, shading, and lookdev, implemented a custom shading model in UE5, and ran performance-focused stress tests, especially around Chaos.
  3. Headshot effectVellum in Houdini to VAT for UE5, with texture blending and Niagara for particle effects. Some particle textures used were not made by me.
  4. LucenModeled, textured, and rigged just about everything for the project, including characters, creatures, props, and environment assets. Built Houdini tools for procedural environment assets, including chipped stone and brick systems, landscape scattering, vines, and customizable trees. Created realtime VFX across the game, including fire, embers, vegetation growth, creature beats, and material-driven effects. Handled game logic and player interactions in Unreal, set up game-ready materials and stylization workflows using baked AO, curvature, normals, vertex color, and Unreal material parameters, and used Houdini Engine HDAs inside Unreal so tools could cook live in-editor and stay adjustable during level dressing.
  5. Relightable Gaussian SplatsWIP pipeline for turning Houdini VDB volumes into real-time, relightable Gaussian splat assets for Unreal Engine. Karma renders are used to capture high-resolution volumetric detail that would be too heavy to carry as a runtime VDB. The pipeline includes render/training tooling using OLAT principles to bake lighting response, a validation viewer, and a custom UE 5.7 RDG render path with GPU-resident splat buffers, depth occlusion, and directional light controls. The goal is to achieve high-quality runtime volumetric effects without heavy VDB caches, with a path toward 4DGS for animated volumes.
  6. Asset Stylizer pluginAssetStylizer integrates directly into the Content Browser to process selected mesh assets. It traces material-instance texture usage, generates stylized base color and normal outputs, supports resolution, palette, AO, and edge-darkness controls, and can optionally rebuild stylized material instances for the processed asset. A separate utility assigns random vertex colors per geometry island, enabling clean post-process outline and segmentation effects.
  7. Enter the BreachSolo project with everything made from scratch. Aliens modeled and rigged in Houdini and textured in Substance. Mech modeled in ZBrush, textured in Substance, and rigged in Houdini. Rocks are procedural, FX meshes and textures were made in Houdini, and alien death gibs are vertex animation textures from a Houdini simulation.